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In his client the player might have stopped/counter strafed to get an accurate shot out but in your client you see him running.
I'm not saying it happens every time, SMGs run and gun is a thing, but if it's a rifle/awp/deagle the player most likely stopped or counter strafed to shoot.
It's like when you die to someone that instantly shot while peaking the corner, it might seem like pre-fire wallhack but they had more time to see you than you saw they did. Hence the term peakers advantage, which is worse in CS2. That's why you notice more running HS.
Watch the demo, you can see what the server saw.
This.
Valve as made the netcode more responsive. This makes it literally more faster. Thats less interp, thats less latency, thats less time for the server to make it look "more fair".
On top of that they adjusted the netcode to favor lower latency players (before it favored higher latency players).
This means its not going to baby you when you get killed or delay your shot when you kill someone.
That means when some one runs, stops, and shoots you you will no longer see them run out and kill you even if you landed a headshot (getting CSGO'd). Instead they just show the important part, you getting killed. Its jarring but the server isn't going to show the whole event and let you shoot back as thats not what happened so why do it?
Thats literally what your enemies see when you kill them.
I shoot a head and it looks instant on their screen. They do the same to me and it looks instant on mine.
Jarring? Yes. Unfair or in need of fixing? NO. Its a far better system then getting CSGO'd just because the server is trying to make the event look "normal". Whats the point of drawing it out if you are already dead as far as the server is concerned?